Assemblies and Namespaces
Sounds Good ships all its code inside Assembly Definition Files (.asmdef
).
This keeps the plugin isolated, accelerates script re-compilation and prevents name clashes with your own classes.
If your project is already split into assemblies, just add a reference to the Sounds Good assemblies you need.
📚 Assemblies included
SoundsGood.Application
Runtime code: Sound
, Music
, Playlist
, DynamicMusic
, SoundsGoodManager
.
SoundsGood.Domain
Models and data shared by runtime and editor.
SoundsGood.Editor
Editor windows (Audio Creator, Audio Collection, Output Manager, Version Upgrader).
SoundsGood.SystemUtilities
Helpers for reflection, pooling, coroutines and internal extensions.
SoundsGood.Demo
Scripts and scenes inside the Demo folder.
With this assembly and namespace organisation, Sounds Good integrates cleanly and modularly into any project architecture and offers these advantages:
Name isolation
You can create classes called Sound
, Music
or OutputManager
in your own code without colliding with the asset.
Faster compilation
Unity recompiles only the assemblies that changed, not the whole project.
Clear dependency control
You decide which parts of the plugin each of your packages references.
Reduced risk of circular references
Dependencies are explicit in .asmdef
files, not scattered across loose scripts.
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